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Body talents

The talent trees of the body: Vigour (hit points, healing, and constitution), Might (Strength, blows, and breaking things), Finesse (Dexterity, dodging, and quickness), and Grit (hunger, burden, and will). Each talent is listed with what it needs and its rule, exactly (see What a talent does).

Vigour

Hit points, healing, and constitution.

TalentNeedsEffect
ClottingToughness 12a big hit wounds you no more; a confirmed critical one degree less; Bleeding eases 100 % faster
Deep lungs—stamina holds 4 more at most
Fast healerHealthy, Toughness 13healing pace while resting +50 %
Fever-proofStrong constitution, level 15a disease goes after 1 fewer checks won in a row (at least 1; never one that does not recover)
HardyToughness 11+1 maximum hit point per 4 levels, at least +3
Healthy—healing pace +25 %
Iron stomachToughness 12rotten food never makes you vomit and sickens you half as much (degrees halved, rounded down); overeating never makes you vomit
Lasting draughtsToughness 13Fortified lasts 50 % longer; Nimble lasts 50 % longer; Hale lasts 50 % longer; Keen lasts 50 % longer; Steadfast lasts 50 % longer; Imposing lasts 50 % longer; Cat-eyed lasts 50 % longer; Owl-eyed lasts 50 % longer; Moth-eyed lasts 50 % longer
Poison resistanceToughness 14Poisoned eases 100 % faster; Poisoned never lowers your scores
Second windToughness 13, level 6active (the time of a wait): 1 hit point per level back at once, at least 8; then Winded (no second wind while it lasts)
Strong constitutionToughness 13disease checks (catching, progressions) +2
UnbowedHardy, level 20what statuses take off your scores −50 % (each, rounded toward 0)

Might

Strength, blows, and breaking things.

TalentNeedsEffect
Armour-breakerAxes or Maces and clubs or Polearms 7your confirmed criticals: penetration +2; Sunder and Gap shot cost 2 stamina less (at least 1)
Battle trancelevel 6, to be a berserkerrage starts 6 higher when you gain it; rage decay pace −33 %
BrawnStrength 12melee damage +1
BreakerMighty kick, Strength 14a kick that hits drives the foe one cell straight back, when that cell is walkable, untrapped, unfrozen, and empty; digging work a turn +25 %
CleaveStrength 13, a melee or unarmed weapon skill 3free blow: a melee blow that kills gives one at another hostile beside you (Cleave and Cleaving strike together: on and on, as Great cleave)
CrusherStrength 13, Maces and clubs or Unarmed 3blows that can do bludgeoning damage: penetration +2
Great cleaveCleave, level 18free blow: cleaving goes on while the blows kill (once at each hostile beside you a turn)
Iron gripStrength 13, Great blades or Polearms or Staves 3blows with a two-handed weapon cost −10 %
Mighty kick—kicks at creatures roll 1d6; door kicks as if Strength +4
Staggering blowStrength 15, level 12a critical you confirm in melee leaves the target Staggered (one degree)
Wild guardlevel 6, to be a berserkerfrenzy stance’s Dodge penalty 50 % smaller

Finesse

Dexterity, dodging, and quickness.

TalentNeedsEffect
Deflect missilesDodge, Dexterity 15, level 12Dodge +2 against shots, throws, and trap missiles
DodgeDexterity 13Dodge +1
EvasionDexterity 15, level 15damage from bursts and bolts (traps, scrolls) −50 % (rounded down)
Hair triggerDexterity 14, Initiative 20, level 12when something beside you attacks you unawares and you make the initiative check, you strike it at once with what you wield, before its attack lands (a free blow, once per surprise; it brings no free blows of its own)
Inner calmlevel 18, to be an asceticki holds 2 more at most; ki regeneration pace +50 %
Light stepDexterity 12a trap you step onto first gets a Dexterity check against its difficulty: made, it does not go off, and you find it; pits never catch you (you find them); footsteps −40 %; the doors you open and close are silent
Opportunist—free blow: a hostile that steps away from beside you takes one
QuickDexterity 14, level 9speed +5 %
RiposteDexterity 13, a melee or unarmed weapon skill 5, level 12free blow: a blow that misses you by your Parry gives one back

Grit

Hunger, burden, and will.

TalentNeedsEffect
Beast of burdenPorter, level 12carrying limit +10 %; Strained costs you what Burdened costs others (slowdown, Dexterity cap, noise)
Cool headWillpower 14, level 9100% of the extra time the action you take Surprised costs is spared (at 100%, it costs no more than any other)
GourmandToughness 12a fresh corpse’s chance to raise each stat +100 % (at most 100 %); a meal never leaves you Bloated: what does not fit below Bloated is lost, and you never overeat
Iron willWillpower 13every Willpower check +2; Presence +1 (score and potential)
Lean—hunger pace −15 %; blows, shots, and throws burn no nutrition
Long fastWillpower 13being Weak, Fainting, or Starving takes nothing off your Strength and Dexterity, and you never faint from hunger; Starving still stops your healing and costs hit points
Pack muleStrength 11carrying limit +10 %; 60 % off the burden’s slowdown, on top of Balance (Burdened ×1.10 for 60 %); the burden’s cap on Dexterity in Defence +1
PorterPack mule, Toughness 12carrying limit +10 %; the burden’s cap on Dexterity in Defence +1; being Burdened costs you nothing (as a dwarf)
Unbroken soulWillpower 12checks against a drain +4
ZealotSmite, level 6being hit builds 1 more zeal while you hold it

See also: Stats, Hit points, and Burden.